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Remove redundant binding of _PyramidDepthTexture

We used to bind it in HDRenderPipeline.RenderPyramidDepth and BufferPyramid.RenderDepthPyramid.  BufferPyramid seems to own the binding, so remove the HDRP binding.
/2018.1
sebastienlagarde 7 年前
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f2a343f7
共有 1 个文件被更改,包括 0 次插入2 次删除
  1. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


Vector2 pyramidScale = m_BufferPyramid.GetPyramidToScreenScale(hdCamera);
PushFullScreenDebugTextureMip(cmd, m_BufferPyramid.depthPyramid, m_BufferPyramid.GetPyramidLodCount(hdCamera), new Vector4(pyramidScale.x, pyramidScale.y, 0.0f, 0.0f), hdCamera, debugMode);
cmd.SetGlobalTexture(HDShaderIDs._PyramidDepthTexture, m_BufferPyramid.depthPyramid);
}
void RenderPostProcess(HDCamera hdcamera, CommandBuffer cmd, PostProcessLayer layer)

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